Barbarian
Base Class: Barbarian

Barbarians come to the Path of the Vampire in different ways.  Some are survivors of vampire attacks who find their physicality altered by the assault.  Others are cursed by vampires with their dying breath.  Still more seek the Path willingly, undergoing foul rites under the tutelage of a vampire master.  Regardless, those who walk this dark road possess none of a vampire's grace or subtlety - only raw power and undying hunger. 

Child of Night

When you take this path at 3rd level, you gain darkvision with a range of 90 feet.  However, you also become somewhat sensitive to sunlight.  You have a -1 penalty to attack rolls and ability checks while in direct sunlight.

Vampiric Fangs

At 3rd level, you gain a fearsome set of fangs while raging.  You can use them to make an unarmed strike once per turn.  If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier.  A creature with blood in its veins (DM's discretion) also takes additional necrotic damage equal to 1d6 + your proficiency bonus.  The target's hit point maximum is reduced by an amount equal to the necrotic damage taken until it finishes a long rest.  You gain temporary hit points equal to half the necrotic damage taken.

Swarm Shift

At 6th level, when you enter a rage, or as a bonus action on your turn, or as a reaction when you take damage, you can instantly turn into a swarm of bats.  If you do so, you can reappear in any space within 30 feet of you that the bats can fly to.  This does not consume any of your movement, nor does it provoke opportunity attacks.

You can use this feature twice.  You regain any expended uses when you finish a short or long rest.

In addition, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Spawnmaker

At 10th level, when you kill or reduce to 0 hit points a Small or Medium humanoid with your bite attack, it dies and rises as an undead thrall under your control at the start of your next turn.

On each of your turns, you can mentally command any spawn you make with this feature (this takes no action) if the spawn is within 60 feet of you (if you control multiple spawn, you can command any or all of them at the same time, issuing the same command to each one).  You decide what action the spawn will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor.  If you issue no commands, the spawn only defends itself against hostile creatures. Once given an order, the spawn continues to follow it until its task is complete.

You can control a number of spawn equal to your Constitution modifier.  If raising a spawn means that the number exceeds the maximum amount you can control, you lose control over one spawn of your choice.  Any spawn free of your control immediately look for and attack the nearest humanoid creature other than yourself.

Spawn have the following statistics.

Spawn

Small or Medium undead, Neutral Evil

  • Armor Class 11
  • Hit Points 22 (3d8+9)
  • Speed 30 ft.
STR 13 (+1)     DEX 14 (+1)     CON 16 (+3)     INT 3 (-4)     WIS 6 (-2)     CHA 5 (-3)
  • Saving Throws Wis +0
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 120 Ft., passive Perception 8
  • Languages Understands All Languages It Spoke In Life But Can't Speak
  • Create Spawn.  If the spawn kills or reduces to 0 hit points a Small or Medium humanoid with its bite attack, the target instantly dies and itself rises as a spawn at the start of your next turn.  The new spawn is under your control if you have an available slot.  If not, it immediately goes on the hunt as described above.
  • Sunlight-Sensitive.  The spawn has disadvantage on attack rolls and ability checks while in sunlight.
  • Undead Fortitude.  If damage reduces the spawn to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit or unless the spawn is in sunlight.  On a success, the spawn drops to 1 hit point instead.

Actions


  • Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) piercing damage.  If the target has blood in its veins, it takes 1d4 additional necrotic damage and the spawn gains temporary hit points equal to the necrotic damage taken.

Vampiric Frenzy

At 14th level, you can channel your fell power into a whirlwind of bloodthirst.  You can go into a vampiric frenzy when you rage.  If you do so, you gain the following benefits for one minute.

• You gain the benefits of the Haste spell, and no wave of lethargy washes over you when the effect ends.

• You gain the benefits of the Spider Climb spell.

• You can't be charmed or frightened.  If you are charmed or frightened when you enter your vampiric frenzy, the effect is suspended for the duration of the rage.

• Your rage continues even if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then.

Once you use this feature, you can't use it again until you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
2/14/2020 3:34:38 AM
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